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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707776" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Power Source and Role: What the Rock Does</span></p><p></strong></p><p>Your power source is Martial, and your role is Defender. The Martial power source as a whole has a tendency to be more aggressive than the other power sources, and your class is no exception. Even though your job involves protecting the more fragile members of your party, your methods usually involve pounding the enemy over the head for trying to attack them. That said, it's not the only thing expected of you. Here's your standing in the general aspects of the Defender role.</p><p></p><p><span style="color: #0000ff">Battlefield Control</span> - A Fighter can exert control over a pretty solid chunk of terrain by default, which results in your enemy's tactics getting frazzled if they get near you. If you favor a Polearm or the like, the area of control you can exert becomes <span style="color: #00ccff">even larger</span>, making you essentially a giant block of "you shall not pass".</p><p></p><p><span style="color: #0000ff">Damage</span> - You are blessed with a fairly strong degree of damage output, thanks to your features and power selection. If you choose to emphasize this aspect of the class by picking the right powers, feats, and Paragon Paths, you can become <span style="color: #00ccff">really good</span> at this.</p><p></p><p><span style="color: #0000ff"><strong>Mobility </strong></span>- Since Defenders are usually Melee-oriented, a key factor for them is how easily and efficiently they can engage an opponent. A Fighter has a good power selection to get in close to his target, and even some powers to help him move around that target while he defends his allies against it. You're going to be more than competent enough at this.</p><p></p><p><span style="color: #00ccff">Stickiness</span> - One thing that characterizes the Fighter is the ability to latch on to an opponent and keep engaging him, with little regard to the enemy's attempts to escape, more so than perhaps any other Defender in the game. A Fighter is gifted at this sort of thing right out of the box, and he has feat support to be even more awesome at it.</p><p></p><p>Survivability - Here we come to a category where the Fighter is not quite as strong: your armor is good but not great, and a lot of combat styles forsake the shield in favor of something else. While you're a Defender (and as such you're obviously not bad at this), and Fighters that favor shields or Constitution as a secondary ability score (most notably Battleragers) are obviously <span style="color: #0000ff">better</span> at it, most Fighters aren't going to really fill that "brick wall" archetype.</p><p></p><p><strong>Secondary Role Effectiveness</strong></p><p> </p><p>Controller - You have enough status effect and forced movement to mess with your opponents a fair bit, and are thus pretty solid at this, though you are a bit limited by your short range. Certain styles (like Brawlers, Flail users, and Polearm users) <span style="color: #0000ff">shine brighter</span> at this than others.</p><p></p><p><span style="color: #ff0000">Leader</span> - Ehh, no. Most of your healing abilities affect you and only you, and rarely are you handing out buffs that your allies can take advantage of. Not something you're good at, with the notable exception of a properly equipped Battlerager, who is actually <strong>pretty respectable</strong> at this sort of thing.</p><p></p><p>Striker - You can make a solid fill-in for this sort of character thanks to your solid damage output and your fair selection of movement powers. This is a secondary role some Brawlers, Great Weapon Fighters and Tempests <span style="color: #0000ff">excel at</span>.</p><p> </p><p></p><p>Baseline Mechanics: Surface of the Rock</p><p></p><p>You stand with the majority of the classes in 4th Edition D&D in that you are what is called an "A-class". That means that all builds within your class share the same primary attribute, but the secondary attribute varies. Given that most secondary attribute effects are dependent on the build or even on the weapon wielded, this isn't that huge an issue.</p><p></p><p>Apart from that, you have some standard issue baseline mechanics for a Defender, with the only major standouts being an impressive weapon proficiency list and your mark punishment features.</p><p></p><p><strong>Game Mechanics</strong></p><p> </p><p><span style="color: #0000ff">Hit Points</span> - 15 + Con score at level 1, and 6 each level thereafter. Standard issue for a Defender, but overall that's pretty good HP.</p><p></p><p><span style="color: #0000ff">Healing Surges</span> - 9 + Con modifier. Most Defenders have this number, but it's still a lot, especially if you're a Constitution-secondary kind of guy.</p><p></p><p>Defense Bonuses - While having a good Fortitude is nice, it's kind of a shame your other defenses were left out in the cold (ah, well).</p><p></p><p><strong>Proficiencies</strong></p><p> </p><p><span style="color: #0000ff">Armor</span> - Scale and Heavy Shields is almost as good as it gets with regards to armor.</p><p></p><p><span style="color: #00ccff">Weapons</span> - All Simple + All Military is the best you're getting by default in this game (only the Ranger gets the same).</p><p> </p><p> </p><p></p><p><strong>Class Features</strong></p><p> </p><p><span style="color: #0000ff">Combat Challenge</span> - The good news is that you're never going to have to worry about using this mark or not: it gets laid on automatically, regardless of whether you hit or miss. It also punishes shifts, which is rather rare. The bad news is that it doesn't last long, so you're going to have to keep engaging anyone who you want to keep locked down.</p><p></p><p><strong>Combat Feature</strong></p><p> </p><p><span style="color: #0000ff">Combat Agility</span> (MP 2) - An interesting feature, it involves chasing after an enemy that has provoked you and inconveniencing him in a nasty way. While nice, it requires Dexterity (not the most common or overall useful secondary stat for a Fighter to be completely tied to), and it also means you have to move from your spot, which can endanger other fragile members of your party. It can work, but it's not as easy to use as the classic alternative.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff">Combat Superiority</span> (PHB) - This feature is a very strong piece in a Fighter's arsenal. Stopping movement cold as part of your Opportunity attacks and packing a secondary stat as a bonus to hit on them can make it very hard for anyone or anything to get past you.</p><p> </p><p></p><p><strong>Fighter Talent</strong></p><p> </p><p><strong><span style="color: #0000ff">Arena Training</span> (DSCS)</strong> - A pretty interesting path, this gives you a scaling bonus to AC when you're not in heavy armor, as well as some free weapon proficiencies too. This makes it a very strong choice if you're trying to mix-and-match some properties, as well as if you're aiming for a more unconventional flavor of Fighter.</p><p></p><p><span style="color: #0000ff">Battlerager Vigor</span> (MP) - After the errata, this presents an interesting option to "tough-guy" archetype Fighters with its potentially huge THP generation. That said, the THP has its price: your class features work at full steam when you're in relatively light armor, you give up Weapon Talent and its support, and it favors a particular power line, which can cramp your choices somewhat. That said, the big amount of extra toughness can make it worth having, though I strongly recommend the use of a shield with this style, as well as the heaviest armor you can wear.</p><p></p><p>Brawler Style (MP 2) - This build differs from your typical Fighter in that it usually trades in damage for a bit of control, with grabs giving you a cheap and easy way to immobilize your targets. That said, it's majorly feat-intensive and relies on very strong defenses in order to its job. Given that other Fighters can replicate its lockdown tricks while hitting harder later on, and that monsters can circumvent the grab by teleporting away or employing forced movement, it's definitely a limited option.</p><p></p><p><span style="color: #0000ff">Fighter Weapon Talent</span> (PHB) - A straight +1 to hit with any category of weapons is a very strong boost as a class feature, and the feat support for it makes it even more worth having. It has the ability to fit nearly all Fighters.</p><p></p><p>Tempest Technique (MP) - If you're thinking of going for two-weapon fighting, this path offers you more out-of-the-box goodies than Weapon Talent, and equalizes the smaller weapons to boot. That said, the Dexterity focus that it demands can leave you spread out rather thin defensively (and the AC isn't the best), which makes you a bit squishier than other Fighters, so I'm not that fond of it.</p><p> </p><p> </p><p></p><p>Skills: Things a Rock can Do</p><p></p><p>You get shafted more than most when it comes to skills: only 3 skills, and the list isn't exactly large. However, it does house most of your needs, so you probably are not complaining that much.</p><p></p><p><strong>Class Skills</strong></p><p> </p><p><span style="color: #00ccff">Athletics</span> - It keys off your prime stat, and it has plenty of uses. A great (and almost automatic) choice for the average Fighter.</p><p></p><p><span style="color: #00ccff">Endurance</span> - No one really wants to die of mummy rot or choke in a swamp, so this skill is important, especially if you want to keep your tough-guy reputation intact. Additionally, it's <span style="color: #ff9900">a must</span> if you plan on using Invigorating powers.</p><p></p><p><span style="color: #0000ff">Heal</span> - If your Wisdom is adequate (and most of you will have it at least at a respectable level), this will add a bit of depth to your character as well as some nice overall utility.</p><p></p><p>Intimidate - While your Charisma is likely low, there are ways to circumvent this attribute's hold over this skill, and it's great fluff to have a scary Fighter. <span style="color: #ff9900">Mandatory</span> for some of the nicer powers on the Fighter list, as well as any Rattling goodies you might pick up.</p><p></p><p><span style="color: #800080">Streetwise</span> - In my experience, this skill is marginal on a good day, especially considering that the average Fighter isn't going to be favoring this stat much. That said, it does have a bit of use thanks to the Skill Powers it opens access to.</p><p> </p><p></p><p><strong>Recommended Non-Class Skills</strong></p><p> </p><p>Dungeoneering - What better way to dispel the "Big Stupid Fighter" stereotype than by picking up a Knowledge skill that keys off your secondary attribute?</p><p></p><p>Insight - Usefulness in a social situation (gasp!). Worth the grab.</p><p></p><p><span style="color: #0000ff">Perception</span> - Arguably the most important skill in the game, and one of your secondaries buffs it. Most will want this.</p><p></p><p><strong>Stealth</strong> - While obviously not a good choice for every Fighter, a Tempest or any other high-Dexterity Fighter can use this to provide backup to the party scout (usually a Striker).</p></blockquote><p></p>
[QUOTE="Veep, post: 6707776, member: 6793297"] [B][CENTER][SIZE=5]Power Source and Role: What the Rock Does[/SIZE][/CENTER][/B] Your power source is Martial, and your role is Defender. The Martial power source as a whole has a tendency to be more aggressive than the other power sources, and your class is no exception. Even though your job involves protecting the more fragile members of your party, your methods usually involve pounding the enemy over the head for trying to attack them. That said, it's not the only thing expected of you. Here's your standing in the general aspects of the Defender role. [COLOR=#0000ff]Battlefield Control[/COLOR] - A Fighter can exert control over a pretty solid chunk of terrain by default, which results in your enemy's tactics getting frazzled if they get near you. If you favor a Polearm or the like, the area of control you can exert becomes [COLOR=#00ccff]even larger[/COLOR], making you essentially a giant block of "you shall not pass". [COLOR=#0000ff]Damage[/COLOR] - You are blessed with a fairly strong degree of damage output, thanks to your features and power selection. If you choose to emphasize this aspect of the class by picking the right powers, feats, and Paragon Paths, you can become [COLOR=#00ccff]really good[/COLOR] at this. [COLOR=#0000ff][b]Mobility [/b][/COLOR]- Since Defenders are usually Melee-oriented, a key factor for them is how easily and efficiently they can engage an opponent. A Fighter has a good power selection to get in close to his target, and even some powers to help him move around that target while he defends his allies against it. You're going to be more than competent enough at this. [COLOR=#00ccff]Stickiness[/COLOR] - One thing that characterizes the Fighter is the ability to latch on to an opponent and keep engaging him, with little regard to the enemy's attempts to escape, more so than perhaps any other Defender in the game. A Fighter is gifted at this sort of thing right out of the box, and he has feat support to be even more awesome at it. Survivability - Here we come to a category where the Fighter is not quite as strong: your armor is good but not great, and a lot of combat styles forsake the shield in favor of something else. While you're a Defender (and as such you're obviously not bad at this), and Fighters that favor shields or Constitution as a secondary ability score (most notably Battleragers) are obviously [COLOR=#0000ff]better[/COLOR] at it, most Fighters aren't going to really fill that "brick wall" archetype. [b]Secondary Role Effectiveness[/b] Controller - You have enough status effect and forced movement to mess with your opponents a fair bit, and are thus pretty solid at this, though you are a bit limited by your short range. Certain styles (like Brawlers, Flail users, and Polearm users) [COLOR=#0000ff]shine brighter[/COLOR] at this than others. [COLOR=#ff0000]Leader[/COLOR] - Ehh, no. Most of your healing abilities affect you and only you, and rarely are you handing out buffs that your allies can take advantage of. Not something you're good at, with the notable exception of a properly equipped Battlerager, who is actually [b]pretty respectable[/b] at this sort of thing. Striker - You can make a solid fill-in for this sort of character thanks to your solid damage output and your fair selection of movement powers. This is a secondary role some Brawlers, Great Weapon Fighters and Tempests [COLOR=#0000ff]excel at[/COLOR]. Baseline Mechanics: Surface of the Rock You stand with the majority of the classes in 4th Edition D&D in that you are what is called an "A-class". That means that all builds within your class share the same primary attribute, but the secondary attribute varies. Given that most secondary attribute effects are dependent on the build or even on the weapon wielded, this isn't that huge an issue. Apart from that, you have some standard issue baseline mechanics for a Defender, with the only major standouts being an impressive weapon proficiency list and your mark punishment features. [b]Game Mechanics[/b] [COLOR=#0000ff]Hit Points[/COLOR] - 15 + Con score at level 1, and 6 each level thereafter. Standard issue for a Defender, but overall that's pretty good HP. [COLOR=#0000ff]Healing Surges[/COLOR] - 9 + Con modifier. Most Defenders have this number, but it's still a lot, especially if you're a Constitution-secondary kind of guy. Defense Bonuses - While having a good Fortitude is nice, it's kind of a shame your other defenses were left out in the cold (ah, well). [b]Proficiencies[/b] [COLOR=#0000ff]Armor[/COLOR] - Scale and Heavy Shields is almost as good as it gets with regards to armor. [COLOR=#00ccff]Weapons[/COLOR] - All Simple + All Military is the best you're getting by default in this game (only the Ranger gets the same). [b]Class Features[/b] [COLOR=#0000ff]Combat Challenge[/COLOR] - The good news is that you're never going to have to worry about using this mark or not: it gets laid on automatically, regardless of whether you hit or miss. It also punishes shifts, which is rather rare. The bad news is that it doesn't last long, so you're going to have to keep engaging anyone who you want to keep locked down. [b]Combat Feature[/b] [COLOR=#0000ff]Combat Agility[/COLOR] (MP 2) - An interesting feature, it involves chasing after an enemy that has provoked you and inconveniencing him in a nasty way. While nice, it requires Dexterity (not the most common or overall useful secondary stat for a Fighter to be completely tied to), and it also means you have to move from your spot, which can endanger other fragile members of your party. It can work, but it's not as easy to use as the classic alternative. [COLOR=#0000ff] [/COLOR][COLOR=#00ccff]Combat Superiority[/COLOR] (PHB) - This feature is a very strong piece in a Fighter's arsenal. Stopping movement cold as part of your Opportunity attacks and packing a secondary stat as a bonus to hit on them can make it very hard for anyone or anything to get past you. [b]Fighter Talent[/b] [b][COLOR=#0000ff]Arena Training[/COLOR] (DSCS)[/b] - A pretty interesting path, this gives you a scaling bonus to AC when you're not in heavy armor, as well as some free weapon proficiencies too. This makes it a very strong choice if you're trying to mix-and-match some properties, as well as if you're aiming for a more unconventional flavor of Fighter. [COLOR=#0000ff]Battlerager Vigor[/COLOR] (MP) - After the errata, this presents an interesting option to "tough-guy" archetype Fighters with its potentially huge THP generation. That said, the THP has its price: your class features work at full steam when you're in relatively light armor, you give up Weapon Talent and its support, and it favors a particular power line, which can cramp your choices somewhat. That said, the big amount of extra toughness can make it worth having, though I strongly recommend the use of a shield with this style, as well as the heaviest armor you can wear. Brawler Style (MP 2) - This build differs from your typical Fighter in that it usually trades in damage for a bit of control, with grabs giving you a cheap and easy way to immobilize your targets. That said, it's majorly feat-intensive and relies on very strong defenses in order to its job. Given that other Fighters can replicate its lockdown tricks while hitting harder later on, and that monsters can circumvent the grab by teleporting away or employing forced movement, it's definitely a limited option. [COLOR=#0000ff]Fighter Weapon Talent[/COLOR] (PHB) - A straight +1 to hit with any category of weapons is a very strong boost as a class feature, and the feat support for it makes it even more worth having. It has the ability to fit nearly all Fighters. Tempest Technique (MP) - If you're thinking of going for two-weapon fighting, this path offers you more out-of-the-box goodies than Weapon Talent, and equalizes the smaller weapons to boot. That said, the Dexterity focus that it demands can leave you spread out rather thin defensively (and the AC isn't the best), which makes you a bit squishier than other Fighters, so I'm not that fond of it. Skills: Things a Rock can Do You get shafted more than most when it comes to skills: only 3 skills, and the list isn't exactly large. However, it does house most of your needs, so you probably are not complaining that much. [b]Class Skills[/b] [COLOR=#00ccff]Athletics[/COLOR] - It keys off your prime stat, and it has plenty of uses. A great (and almost automatic) choice for the average Fighter. [COLOR=#00ccff]Endurance[/COLOR] - No one really wants to die of mummy rot or choke in a swamp, so this skill is important, especially if you want to keep your tough-guy reputation intact. Additionally, it's [COLOR=#ff9900]a must[/COLOR] if you plan on using Invigorating powers. [COLOR=#0000ff]Heal[/COLOR] - If your Wisdom is adequate (and most of you will have it at least at a respectable level), this will add a bit of depth to your character as well as some nice overall utility. Intimidate - While your Charisma is likely low, there are ways to circumvent this attribute's hold over this skill, and it's great fluff to have a scary Fighter. [COLOR=#ff9900]Mandatory[/COLOR] for some of the nicer powers on the Fighter list, as well as any Rattling goodies you might pick up. [COLOR=#800080]Streetwise[/COLOR] - In my experience, this skill is marginal on a good day, especially considering that the average Fighter isn't going to be favoring this stat much. That said, it does have a bit of use thanks to the Skill Powers it opens access to. [b]Recommended Non-Class Skills[/b] Dungeoneering - What better way to dispel the "Big Stupid Fighter" stereotype than by picking up a Knowledge skill that keys off your secondary attribute? Insight - Usefulness in a social situation (gasp!). Worth the grab. [COLOR=#0000ff]Perception[/COLOR] - Arguably the most important skill in the game, and one of your secondaries buffs it. Most will want this. [b]Stealth[/b] - While obviously not a good choice for every Fighter, a Tempest or any other high-Dexterity Fighter can use this to provide backup to the party scout (usually a Striker). [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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